Fallout Vore Overhaul Addon: Voremersion v1.2

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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Rasati » Thu Jun 07, 2018 6:46 pm

Carreau wrote:Apparently the mark of the beast cursed me. I lost all of my work from over the weekend. My most up to date version of Voremersion was corrupted by a computer restart. Sigh. I lost all of my work on Bria's quest... Hopefully I can recover some of the work so I'm not starting completely over.


oh by the gods, what a load. i am so sorry, that sucks big time. :(
well at least the insight you gained for handling the locations can´t be erased from your memory. I keep my fingers crossed that you can salvage some of your work.

Sometimes I get the feeling the cosmos is more cruel to the nice people. Treat yourself to something nice to eat or smash something, preferably both, you deserve it.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Thu Jun 07, 2018 7:07 pm

fondrenave wrote:Hey I've been having an issue where the 1.1.1 and 1.1.2 of voremersion has been canceling jrk's vore raiders mod. I ran some tests with un-installing certain mods and the only mod that seems to affect the vore raiders is voremersion. Is there something I am missing?


I just tested by spawning raiders (as I use JR's vore raider mod as well), and they are working just as expected. I tested it with JR's mod loaded ahead of mine and after mine. It worked both times. It's probably an issue of the raiders were previously spawned before you installed my mod.

lyingunderfire wrote:Sorry to be the bearer of bad new again, but you know that weird problem I had were my character would not update? It is happening again. I have two good guesses as to what may have caused it. I just wish I had caught it when it happened and not hours later. Anyway, it is either an issue from myself resetting the timers/character or some weird script behavior after eating something non-human. I believe the former is a slim chance; however, the latter happened around a hour before I noticed something was wrong. I think that is the culprit. After eating and digesting a super mutant I was left with a residual belly that acted like it was perpetually digesting - sound and all. After eating something else later it was overridden and went away like normal. What I suspect might have happened is that the belly was overridden visually but not functionally in terms of digestion. I believe the script thinks my character is always digesting resulting in the Fullness Bar never decreasing. This would explain why Bria is fine because she doesn't have the perks to eat larger prey yet to have the possibility to run into this problem, and this would also explain why this keeps happening to me ~15 hours into a playthrough as that is when I finally get those perks.

[We will be turning off that feature for the time being since it seems to not agree with us, but everything else is fantastic! We cannot wait for further updates! Oh, and sorry for the work that was lost. That can be such a defeating feeling.]


It's possible that the script thinks your still digesting. I'll build in a reset for debug options in the next release, but try swallowing and throwing something up. That should reset the internal check.

Rasati wrote:
Carreau wrote:Apparently the mark of the beast cursed me. I lost all of my work from over the weekend. My most up to date version of Voremersion was corrupted by a computer restart. Sigh. I lost all of my work on Bria's quest... Hopefully I can recover some of the work so I'm not starting completely over.


oh by the gods, what a load. i am so sorry, that sucks big time. :(
well at least the insight you gained for handling the locations can´t be erased from your memory. I keep my fingers crossed that you can salvage some of your work.

Sometimes I get the feeling the cosmos is more cruel to the nice people. Treat yourself to something nice to eat or smash something, preferably both, you deserve it.


That's the only saving grace: I spent most of the weekend working on the mod learning the world editor. Reconstituting that stuff shouldn't take too long. It just sucks that I lost a bunch of work on the boss and the leveled lists I made for introducing upgraded Devour weapons. :(
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Sat Jun 09, 2018 7:42 am

So, I've managed to rebuild nearly everything I've lost and have started work on a small pred faction of outcast Gunners for the quest.

ScreenShot137.png


They'll have random encounters and a small outpost. It's kind of me testing waters for the bigger faction for Vicky.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby alegalaxy123 » Sun Jun 10, 2018 10:10 am

hello, how can I make the breast of my female character become larger?
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Sun Jun 10, 2018 1:09 pm

alegalaxy123 wrote:hello, how can I make the breast of my female character become larger?


With thicc vore? You can set the maximum setpoints higher for the breast sliders (provided you have CBBE or Atomic Beauty installed and enabled)

So, funny story. I was working on AI packages for Bria for her first quest. I had her traveling to a location marker, and when she arrived there, she would stick around for a few seconds and then start to slow walk north going back to the vore basement to sandbox. But the first location is rebuilt and finalized, though. I'm mostly done with the second location. After that, I have two more to go before working on the final dungeon. I'm hoping it'll only be a couple more weeks.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Nateman9 » Sun Jun 10, 2018 2:27 pm

Carreau wrote:
alegalaxy123 wrote:hello, how can I make the breast of my female character become larger?


With thicc vore? You can set the maximum setpoints higher for the breast sliders (provided you have CBBE or Atomic Beauty installed and enabled)

So, funny story. I was working on AI packages for Bria for her first quest. I had her traveling to a location marker, and when she arrived there, she would stick around for a few seconds and then start to slow walk north going back to the vore basement to sandbox. But the first location is rebuilt and finalized, though. I'm mostly done with the second location. After that, I have two more to go before working on the final dungeon. I'm hoping it'll only be a couple more weeks.


Youre doing god's work my friend
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Faraw » Sun Jun 10, 2018 2:31 pm

sorry if this has been asked already, but Bria's clothes flew off (not necessarily a bad thing in itself, but bullets tend to be...) and she doesn't seem inclined to get dressed again, how do I fix it?
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Sun Jun 10, 2018 3:01 pm

Faraw wrote:sorry if this has been asked already, but Bria's clothes flew off (not necessarily a bad thing in itself, but bullets tend to be...) and she doesn't seem inclined to get dressed again, how do I fix it?


Turn off clothes rip chance in MCM.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Faraw » Sun Jun 10, 2018 3:45 pm

Carreau wrote:
Faraw wrote:sorry if this has been asked already, but Bria's clothes flew off (not necessarily a bad thing in itself, but bullets tend to be...) and she doesn't seem inclined to get dressed again, how do I fix it?


Turn off clothes rip chance in MCM.


Turned off rip chance but it doesn't make her reequip her clothes... Am I doing something wrong or am I just daft?
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Sun Jun 10, 2018 4:22 pm

Talk to her and make her re-equip. The clothes should be in her inventory.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Faraw » Sun Jun 10, 2018 4:25 pm

Carreau wrote:Talk to her and make her re-equip. The clothes should be in her inventory.


...I somehow managed to miss the "press T to equip"... Too much Skyrim, too little F4. Thanks a lot for bearing with my stupid ass :-D ^^;
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Sun Jun 10, 2018 8:28 pm

I'm about to tune into the Bethesda E3 conference, but I think I got quite a bit of progress done this weekend. Three locations complete. One tested. I have one more vanilla location to work on, and then it'll be learning how to make my own dungeon.

Country roads, take me home!
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Eva047 » Mon Jun 11, 2018 9:53 am

At step 4 to make an armor compatible with coldstell's belly FO4Edit show me an error with this: Background Loader: Fatal: <Exception: "wasterArmor.esm" requires master "Armorsmith Extended.esp" to be loaded before it.>
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby MDLucy » Mon Jun 11, 2018 10:16 am

which tatoo mod are u using?
it looks damn nice ;)
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Rasati » Mon Jun 11, 2018 10:28 am

Carreau wrote:I'm about to tune into the Bethesda E3 conference, but I think I got quite a bit of progress done this weekend. Three locations complete. One tested. I have one more vanilla location to work on, and then it'll be learning how to make my own dungeon.

Country roads, take me home!

And at home we shall stay. right here in our sweet and nutritious commonwealth!
Well... the good news is that we don´t have to worry if there will be a Voremod for 76, or any mods for that matter...
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Mon Jun 11, 2018 11:35 am

MDLucy wrote:which tatoo mod are u using?
it looks damn nice ;)


https://www.nexusmods.com/fallout4/mods/25000

It’s not a bad tatt set.

Eva047 wrote:At step 4 to make an armor compatible with coldstell's belly FO4Edit show me an error with this: Background Loader: Fatal: <Exception: "wasterArmor.esm" requires master "Armorsmith Extended.esp" to be loaded before it.>


Waster armor doesn’t have a dependency on armorsmith extended. I don’t know why you’re getting that error.

Rasati wrote:And at home we shall stay. in our sweet and nutritious commonwealth!
Well... the good news is that we don´t have to worry if there will be a Voremod for 76, or any mods for that matter...


I was pretty underwhelmed by the conference. There was a lot of revealing, but Todd kept the discussion really high level. Like cruising altitude level. I have a gut feeling mods will not be allowed, but we’ll see. Plenty of other similar games allow mods. I’ll still get it. It looks fun none the less, but I want to see how it plays before I hand down judgement.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Mon Jun 11, 2018 7:30 pm

Interesting. Todd Howard said in an interview that they plan to support mods. Just not at launch. I think to support a vore playthrough of 76, the vore array would need converted to a linked list to get away from the 128 limit.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Rasati » Tue Jun 12, 2018 6:03 am

Carreau wrote:Interesting. Todd Howard said in an interview that they plan to support mods. Just not at launch. I think to support a vore playthrough of 76, the vore array would need converted to a linked list to get away from the 128 limit.

Yeah, lets hope they come to their senses in the Beta. With their always online policy i am not sure if more "specialised" mods are being accounted for. Also here is to hope they actually have something resembling open world quests. From the sound of it there are barely any humanoid npcs and the overseer communicates via pipboy with us. I have a feeling that we would need a mod that adds raiders to the enemy table, just so we have some targets.

Can we also adress the fact that going out and devouring random humans for meat sounds pretty much reasonable compared to nuking and sniping the people you shared a vault with for 25 years? I mean by god. The one vault that did its job right and its filled with psychopaths anyhow. If anything, its a pity we didn´t gobble up those nutjobs while they were still IN the vault. We would have done the world a favor.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Carreau » Tue Jun 12, 2018 6:59 am

We’ll just have to see what the scripting codebase looks like whenthe game is out. I secured my beta spot, so I’ll have an early look at how the vanilla 76 systems will work. I spent my morning commute giving some serious contemplation on how to implement vore in a multiplayer creation game, but all we can do is wait and see.

On the plus side, the way FO76 is shaking out takes a lot of pressure off me since I don’t have a clock to race.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.1

Postby Nateman9 » Tue Jun 12, 2018 8:50 am

Carreau wrote:We’ll just have to see what the scripting codebase looks like whenthe game is out. I secured my beta spot, so I’ll have an early look at how the vanilla 76 systems will work. I spent my morning commute giving some serious contemplation on how to implement vore in a multiplayer creation game, but all we can do is wait and see.

On the plus side, the way FO76 is shaking out takes a lot of pressure off me since I don’t have a clock to race.


So are you going to continue work on fo4 or are you shifting all focus to 76
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